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Basic Skills:

One-Handed Weapon

I. +2 to Dexterity, +30 to Accuracy and Evasion [2]
II. +2 to Speed, additional attack [3]
III. +2 Perception, parry: accuracy/2 vs enemy accuracy, dexterity/5 times per round [3]
IV . +10% CHC, additional attack  [4]
V. +2 to Perception, +2 to Dexterity, parry: accuracy vs enemy accuracy, dexterity/5 times per round [4]
VI. +2 to Accuracy and Evasion for each point of Perception and Dexterity [6]

Counterattack  [3]
After a parry or block
Feint  [5]
-1 attack per round, -25% damage, +100% accuracy
Flurry  [5]
+1 attack per round, +25% damage, -25% accuracy
Disarm [4]
Chance (strength check vs strength check) to disarm the opponent on a critical hit or counterattack

Specialization: One-Handed Axe
I. +2 to Strength, shield damage is doubled [2]
II.Critical hit damage = 300%, +5% CHC  [3]

Specialization: One-Handed Sword
I. +2 to Dexterity, +1 to Accuracy for each point of Perception and Dexterity [3]
II. Parry accuracy x 1.5 [4]

Specialization: Mace
I. +2 to Endurance, armor penetration value is doubled [2]
II. Immobilize (strength check vs endurance check) on hit [2]

Specialization: Dagger
I. +2 to Dexterity, additional attack [3]
II. Attacks against immobilized and paralyzed targets are always critical.  [3]

Two-Handed Weapon

I. +2 to Strength, +30 to Accuracy and Evasion [3]
II. +2 to Speed, +2.5% to damage per point of Strength [3]
III. .+1 to Endurance, +1 to Strength, additional attack  [4]
IV. +2 to Accuracy per point of Strength, successful attacks have a chance (strength vs strength) to paralyze the opponent [4]
V.  +1 to Endurance, +2 to Strength, +1 to Accuracy and Evasion per point of Dexterity, +5% CHC, critical hit damage increased by one and a half times [5]
VI. +5 Health for each point of Endurance and Strength [6]

Whirlwind  [3]
Deals damage to all enemies around the character. Cooldown: 2 turns
Onslaught  [3]
Attacks (except misses) reduce opponents' speed to one
Execution  [3]
The character makes only one attack per round, +200% damage (final), +10% CHC. Cooldown: 2 turns

Specialization: Two-Handed Axe

I. +3 to Strength, Execution II: the character makes only one attack per round, +300% damage (final), +20% CHC. Cooldown: 2 turns [2]
II. Attacks cannot be parried, shield damage is doubled [3]
III. Critical hit damage = 300% (450% with TW V) [3]

Specialization: Longsword

I.+3 to Dexterity, parry: accuracy/2 vs enemy accuracy, dexterity/5 times per round  [4]
II. Feint: -1 attack per round, -25% damage, +100% accuracy [4]
III.Parry: accuracy vs enemy accuracy, dexterity/5 times per round  [5]

Specialization: Two-Handed Hammer

I. +3 to Endurance, armor penetration value is doubled [3]
II.Attacks cannot be parried or blocked  [4]
III. +2.5% damage per point of Strength [4]

Polearm

I.
+1 to Strength, +1 to Endurance, +30 to Accuracy and Evasion [3]

II. +1 to attack range  [3]
III. +1 to Dexterity, +1 to Endurance, +2 to Accuracy for each point of Perception and Dexterity [4]
IV. +2 to Evasion for each point of Perception and Dexterity [4]
V.  +2 to Dexterity, +2 to Strength, additional attack  [5]

Piercing Strikes [3]
+10% CHC
Pushback  [3]
Chance (strength vs strength) to push the opponent back one tile on an attack, including opportunity attacks
Counterattack 
[5]
After evasion
Opportunity Strike  [5]
Attacks every opponent that enters the strike radius, dexterity/5 times per round. An opponent failing a strength+endurance check against the character's strength check will interrupt their attack

Specialization: One-Handed Spear
I. +2 to Dexterity, counterattack: after a block [3]
II. Additional attack [4]

Specialization: Two-Handed Spear
I. +3 to Dexterity, +1 to attack radius [2]
II. Opportunity Strike II [3]
Gives another chance at an opportunity strike if the first roll was a miss.
III. Additional attack [4]

Specialization: Halberd
I. +3 to Strength, +2.5% to damage for each point of Strength [3]
II. Execution: the character makes only one attack per round, +200% damage (final), +5% CHC [3]
III. Parry. Accuracy/2 vs enemy accuracy [4]

 

Shield

I. +1 to Strength, +1 to Endurance. Chance (shield stat+(dexterity*shield modifier) vs accuracy) to block a melee strike [3]
II. +2 to Endurance. The chance to reflect a ranged attack is increased by one and a half times [3]
III. +1 to Endurance, + 1 to Dexterity. Block accuracy is increased by one and a half times [5]

Total Defense  [3]
Damage from melee attacks reduced by (endurance)% (final multiplier)
Protector  [3]
The character blocks attacks directed at an ally on an adjacent tile
Shield Bash [3]
The character accompanies each series of attacks with a shield bash. The attack deals damage equal to (strength*shield modifier) and has a chance (strength vs endurance) to stun the opponent for 1 turn

Archery

I. +2 to Strength, CHC +10% [4]

II. Effective shooting range is doubled [4]
III. + 2 to Perception, Attacks ignore 25% of armor (critical – 75%) [4]
IV. Additional attack [4]
V. +2 to Perception, +2 to Dexterity, attacks halve the target's speed for one round [4]
VI. 1% chance to hit per point of Intelligence and Willpower [5]
VII. +2 to Perception, +2 to Intelligence, critical attacks deal 200% damage [5]
VIII. +0.5% CHC for each point of Perception [6]

Specialization: Longbow
I. +1% to damage per point of Perception [5]
II. Critical attacks paralyze the opponent [5]

Specialization: Shortbow
I. Ability to move and shoot in the same turn. Speed is halved. [5]
II. Additional attack. [5]

Quick Aim [3]
+10 Initiative

Headshot [3]
One attack per round, accuracy -50%, damage (final) +200%, +30% CHC


Crossbow Shooting

I. +2 to Perception, effective shooting range is doubled [3]
II. Attacks have a chance (perception*2) to paralyze the opponent for 1 round [3]
III. + 2 to Perception, +10 Initiative [3]
IV. Damage against paralyzed and immobilized opponents is increased by one and a half times [3]

Sleight of Hand [5]
Reload time -1 turn
Crippling Shot [3]
Accuracy -20%, the target loses 25% of its current Accuracy and Evasion values  
Headshot [3]
Accuracy -50%, damage (final) +200%, +30% CHC

Leadership

I. +2 to Intelligence and Willpower. +0.5 to Initiative and +0.5 to Strength, Willpower, and Endurance checks for each point of Leadership to all allies [5]
II. +0.1 to Speed for each point of Leadership [3]
III. +1% to final damage for each point of Leadership [4]
IV. +1 to Accuracy and Evasion per point of Leadership [4]

Ambush
An extra turn beyond initiative for the whole group when setting up an ambush [3]
Tactician
+leadership/2 to Initiative and +leadership/10 to allies' Speed on the first turn [2]
Instructor
Halves the experience cost for skills and abilities the instructor knows himself for all group members [3]

Armored Combat

Wearing Armor I  [3]
+2 to Strength, removes the speed penalty when using heavy armor
Wearing Armor II  [3]
+2 to Endurance, removes the accuracy penalty when using heavy armor
Wearing Armor III  [3]
+2 to Endurance, halves the evasion penalty when using heavy armor

Note: all other specialization skills also apply with light and medium armor

Active Defense  [5]
Crit against self -15%
Mastery  [5]
Additional chance (dexterity*2)%, no more than 50%, to take no damage in melee or ranged combat
Fortitude  [3]
All defensive Strength and Endurance rolls are doubled

Mounted Combat

Mounted Combat I  [3]
+2 to Dexterity, removes the accuracy penalty

Mounted Combat II  [3]
+2 to Dexterity, removes the evasion penalty
Mounted Combat III [3]
+2 to Dexterity, immunity to counterattacks from infantry 

Couched Charge  [5]
Allows delivering a charging spear strike. The attack deals damage equal to the weapon's base damage*horse strength, provided a running distance is covered before the attack

Scout

Reconnaissance  [5]
+2 to Dexterity and Perception
The character gains the ability to quickly gather information about the surrounding territory, can map out the area, and read tracks
Camouflage  [5]
+2 to Stealth for each point of Dexterity
From the Shadows  [6]
The character can make a stealth attack on a target that does not see them. The attack automatically counts as critical and deals triple (final multiplier) damage in ranged combat, fivefold in melee
Retreat [5]
The character instantly leaves the battlefield
Trap  [3]
The character can create traps, their effectiveness depends on Intelligence
Hunter  [3]
Damage (final) against animals increased by 50%, against monsters – by 25%
Ranger [6]
+1 to Endurance, Willpower, Dexterity, and Perception 

The character gets +35% to Accuracy, Evasion, and Stealth outside settlements

Rogue

Stealth  [5]
+2 to Stealth for each point of Intelligence
Assassin  [6]
The character can perform a stealth attack on a target not expecting an assault. If the target fails a check (Perception) against the character's Dexterity and does not evade the attack, the attack will be lethal. Restriction: dagger or short sword
Thief  [2]
+2 to Dexterity

Stealth checks are doubled during pickpocketing
Lockpicker  [3]
Unlocks the ability to pick locks. Success chance depends on Dexterity and Intelligence
Scavenger  [2]
Loot found while searching corpses is doubled
Feign Death  [3]
The character can play dead
Dirty Blow [5]
+50% to Accuracy, + 25% to CHC against a surrounded opponent
Specialization: Rogue Weapons [5]
+1 to Dexterity and Perception

+15% to CHC when using daggers, light crossbows, and light flails 

Scholar

Literacy[5]
+4 to Intelligence, the character can read and write. Required for all Scholar skills except Blacksmith and Musician

Medic I[5]
The character can restore health and remove negative effects of a physical nature outside combat 
Medic II[3]
The character can craft healing and fortifying balms and potions. Effectiveness depends on Intelligence  [3]
Medic III[5]
The character can revive a recently deceased character who died from HP loss [5]

Historian   [8]
The character can identify magical item properties and conduct research in ruins and similar locations
Toxicologist  [3]
The character can make poisons and antidotes. Starts with (Intelligence/10) recipes, access to advanced poisons is determined by Intelligence
Monster Lore  [3]
The character can use bestiaries. Gains a bonus of (Intelligence*2.5)%  to final damage against known monsters
Linguist [3]
The character knows ancient languages and can establish linguistic contact with representatives of uncivilized peoples
Merchant   [3]
The character can buy items (Intelligence)% cheaper (limit – 50% of the price) and sell them (Intelligence*5)% dearer

Musician  [3]
The character can play musical instruments. Outside combat. Effects spread to the performer and listeners, last until the first battle, only one performance possible per game day. 
Lyre  [5]
Characters gain (Leadership/2) to Strength, Endurance, and Willpower checks. Their melee and ranged damage and SP are increased by (Leadership) percent. A (Leadership) chance to gain +1 to Endurance or Willpower.
Lute  [5]
Melee and ranged hit and evasion chances are increased by (Leadership/2) percent. A (Leadership/2) chance to take two turns instead of one, each turn. A (Leadership) chance to gain +1 to Strength or Intelligence.
Harp  [7]
Characters survive one death from HP loss. 
Flute [3]
Characters gain +(Leadership) to Stealth and Observation checks, +(Leadership/4) to Initiative, +(Leadership/10) to Speed. A (Leadership) chance to gain +1 to Dexterity or Perception.

Blacksmith I  [3]
+1 to Strength, +1 to Endurance. The character can repair shields and fit armor
Blacksmith II  [6]
+2 to Strength, +2 to Endurance. The character can forge and improve weapons and armor, quality depends on Intelligence. Requires access to a forge


Magic Skills

Fire Magic

I. +25% SP for fire spells [4]
II.
+25% magic accuracy for fire spells [4]
III.
The burn effect (check and percentage) is doubled for all spells [5]

Fireball [5]

20*SM damage in a 3x3 area. Applies burn (15% of current health over 3 turns) if the target fails a Willpower check against SM. N. 10. 100.
Fire Shield [3]
The target gains 100% fire resistance. Opponents take SM*3 damage when attacking in melee. Duration 5 turns. 50.
Ring of Fire [6]
Creates a wall of fire around the caster with a radius of up to 5 tiles. An opponent passing through the wall takes 25*SM points of damage. Applies burn (15% of current health over 3 turns) if the target fails a Willpower check against SM. 150
Fire Ray [5]
30*SM damage in a 1*5 area in a straight line from the caster. N. 150.
Incinerate[6]
The target takes 20*SM damage. 5. 200
Ignite [6]
Applies burn (20% of current health over 4 turns) if the target fails a Willpower check against SM to all enemies in sight. 200
Inferno[7]
35*SM damage in a 6x6 area. Burn (15% of current health over 3 turns) if the target fails a Willpower check against SM. Requires a turn to prepare. 250.

Air Magic

I. +25% magic accuracy for air spells [4]
II. 10 Initiative [4]

Air Barrier [4]

The target gains 100% resistance to the air element and a 75% chance to deflect projectile attacks. 50.
Wind Wings[4]
The target gains +100% Speed and +50% Initiative. 50.
Lightning Bolt [6]
(1-30)*MS electricity damage to a single target. Targets failing a Willpower check against MS are paralyzed for 1-3 turns. N. 20. 100.
Chain Lightning [4]
Requires Lightning Bolt to learn. 1-20*MS electricity damage to four targets. Targets failing a Willpower check against MS are paralyzed for 1-3 turns. N. 10. 150.
Storm [8]
Requires Lightning Bolt to learn. In a 40x40 area, all characters are subjected to lightning strikes for 10 turns. 250.
Gust of Wind [4]
Deals 1-100 pure damage and pushes back 1-5 tiles all characters in a 10x10 area in front of the caster. Targets failing a Willpower check against MS are paralyzed for 1 turn. 80
Tornado [8]
A vortex unfolds across a rectangular 30x3 area. All characters take 1-100% pure damage of maximum health, +1-300 electricity damage, and are paralyzed for 1-3 turns.  Requires a turn to prepare. N.250.

Earth Magic

I. +25% SP for earth spells [4]
II. Damage from any source is reduced by (SP) percent. The SP bonus from the first rank is taken into account [4]


Stoneskin [5]
The target receives (25+SP)% less (final) damage from physical attacks. 100.
Petrification [7]
Reduces the target's Speed to 1 but triples health, melee damage, and all defensive Strength, Endurance, and Willpower checks. 100.
Stone Wall [3]
Creates an obstacle of arbitrary shape covering 5 tiles. 100.
Boulder [5]
The target takes 150 + SM*5  crushing damage. N. 10. 100.
Fissure [7]
Creates a fissure of 1x5 tiles. Targets failing a check against magic accuracy are removed from combat for 2 turns. Those failing the next turn's check (Strength+Dexterity vs 50) take 500 units of crushing damage. N. 200.
Earthquake[5]
Paralyzes targets failing a Strength check against SM for 3 turns in a 10x10 area. 150.

Water Magic

I. +25% to SP for water spells [4]
II. +25% to mana  [4]
Wave[3]
100-300 units of water damage in a 5*10 area in front of the mage. Reduces Accuracy and Evasion by half for 2 turns if an Endurance check against MS is failed. N. 50.
Aqueous Veil [3]
The character gains +50% (additive modifier) to fire and cold resistance, immunity to water, and restores 15% of maximum health each turn. 100.
Refreshment [3]
Removes negative effects of a physical nature, restores mana and health to half of the maximum. 50
Desiccate [6]
The target suffers -50% to Strength and Dexterity. On a failed (Willpower+Endurance) check against MS – instant death. 150.
Deadly Steam [6]
Surrounds the enemy in a cloud of hot steam. On the first turn it removes 20% of current health, on the second 50%, on the third 80%. 150.
Watery Grave[8]
In a 3x3 area deals 20*SM water damage and applies paralysis for 1 turn. Reduces Accuracy and Evasion by half for 4 turns if an Endurance check against MS is failed. N. 200.

Matter Manipulation

Telekinesis [5]
Allows moving inanimate objects with the power of thought (cost depends on mass). In combat, it can be used to disarm an opponent and strip them of their armor. (MS vs Strength). 10. 50.
Creation [3]
The character acquires the ability to create items.
Destruction[5]
Destroys a chosen item. 5. 150.
Teleportation[3]
Allows teleporting up to 25 tiles away. Can be used to travel long distances if there is a mana source. 50.
Golem[8]
Allows creating golems. Strength and Endurance equal MS*3, Dexterity equals MS, other stats are zero.
Disintegration [8]
Destroys a creature without possibility of recovery. MS vs Willpower, no more than MS*50 maximum health, MS*100 for constructs and undead. 5. 250.

Mind Control

Domination [6]
The target is forced to obey the sorcerer. MS vs Willpower, until the end of combat, after each order given outside combat. 15. 150.
Thought Reading [3]
MS vs Willpower check. Can be used with "mage's eye". 10. 50.
Invisibility [4]
MS*5 vs observer's Willpower check. 100.
Phantom [4]
Creates an illusory image of something. 100.
Can be used to alter the appearance of existing objects and characters (MS*3 vs observer's Willpower)
Nightmare [6]
Paralysis. MS vs Willpower each turn. A chance (MS vs Willpower*2) to cause oblivion (the target is removed from combat). A chance (MS vs Willpower*2) to cause madness (actions and targets begin to be chosen randomly). 10. 150.
Rest [3]
Puts the target to sleep for 1 hour. MS vs Willpower. Can be used with "mage's eye". 100.
Telepathy [3]
Allows communicating with a character telepathically. Can be used with "mage's eye". 0.

Dark Arts

Transformation [5]
The character can change form and redistribute their physical characteristics. 150.
Necromancy[5]
Raises a recently killed character. The corpse has all characteristics 25% lower, and maintaining it constantly consumes energy. 100.
Skeleton[6]
The character gains a permanent skeleton companion. The skeleton has Strength, Endurance, Dexterity, and Perception parameters (MS/2), 20 AP, cannot use magic, Scholar, Leader, or ranged combat skills, nor racial skills, and receives no religion bonuses. Immune to ranged combat. Number of simultaneously active skeletons – MS/10.
Binding[2]
Paralyzes the target for 2 turns. MS vs Willpower. 10. 50.
Hand of Death[5]
Kills the target. MS vs (Willpower+Endurance). 10. 150.
Absorption[3]
Fully restores health and magical energy at the expense of a corpse and grants +1 to three random characteristics. Leaves a skeleton behind.
Corpse Explosion[5]
Within a radius of 3 tiles from the deceased target, deals pure damage equal to double the target's health value. The body is destroyed. 10. 150.
Weakness[3]
Reduces the target's damage, accuracy, and evasion by 35%. MS vs Willpower. 15. 100.

Traditional Magic 

Mark [3]
Allows instant teleportation to a pre-designated location. In combat requires skipping a turn. 
Mage's Eye [3]
Allows observing a character or object from a distance.
Resurrection [7]
Revives a recently deceased character outside combat. Leaves a trauma.
Healing [3]
Restores HP and removes negative effects of a physical nature. Outside combat
Cleansing [3]
Removes negative effects of a supernatural nature. Outside combat.
Curse [5]
Curses the target. Requires a part of the character's body (blood, hair, etc.). The character may resist the curse (Willpower check against a value of 30), but nothing prevents repeating the ritual the next day.

  • Curse of Weakness. The target loses 50% of Strength, Endurance,  Dexterity, and Perception   
  • Curse of Feeble Will. The target loses 50% of Willpower and Intelligence and automatically fails all characteristic checks
  • Curse of Fading. The target loses 50% of maximum health and another 10% each day down to a minimum of 10%. Healing does not work.
  • Curse of Madness. Drives the character insane.

Suggestion [3]
Allows suggesting a certain thought or obsession to the target (Willpower check against a value of 20).